Shared: Inherit weapon_common from Nuclide's base game. Optimise prediction
attribute code with macros.
This commit is contained in:
parent
7670300133
commit
22a1a70394
16 changed files with 228 additions and 230 deletions
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@ -19,10 +19,10 @@ ClientGame_EntityUpdate(float id, float new)
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{
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switch (id) {
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default:
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return FALSE;
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return (0);
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}
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return TRUE;
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return (1);
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}
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void
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@ -121,11 +121,11 @@ HUD_InSlotPos(int slot, int pos)
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if (pl.g_items & g_weapons[i].id) {
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return i;
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} else {
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return -1;
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return (-1);
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}
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}
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}
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return -1;
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return (-1);
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}
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void
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@ -119,8 +119,8 @@ HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
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Bot_AddQuick();
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break;
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default:
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return FALSE;
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return (0);
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}
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return TRUE;
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return (1);
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}
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@ -1,7 +1,7 @@
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#includelist
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../../../valve/src/shared/flags.h
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player.qc
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../../../valve/src/shared/weapon_common.h
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../../../base/src/shared/weapon_common.h
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../../../valve/src/shared/animations.h
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../../../valve/src/shared/animations.qc
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../../../valve/src/shared/pmove.qc
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@ -26,6 +26,6 @@ w_dml.qc
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w_minigun.qc
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w_aicore.qc
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weapons.qc
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../../../valve/src/shared/weapon_common.qc
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../../../base/src/shared/weapon_common.qc
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input.qc
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#endlist
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@ -18,15 +18,20 @@ void
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Game_Input(void)
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{
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#ifdef SERVER
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if (input_buttons & INPUT_BUTTON5) {
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Player_UseDown();
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} else {
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Player_UseUp();
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CGameRules rules = (CGameRules)g_grMode;
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if (rules.m_iIntermission) {
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rules.IntermissionEnd();
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return;
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}
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if (self.impulse == 100) {
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if (input_buttons & INPUT_BUTTON5)
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Player_UseDown();
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else
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Player_UseUp();
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if (self.impulse == 100)
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Flashlight_Toggle();
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}
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if (cvar("sv_cheats") == 1) {
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player pl = (player)self;
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@ -43,27 +48,17 @@ Game_Input(void)
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Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
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Weapons_AddItem(pl, WEAPON_GRENADE, -1);
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}
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if (self.impulse == 102) {
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// Respawn all the entities
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for (entity a = world; (a = findfloat(a, ::identity, 1));) {
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CBaseEntity caw = (CBaseEntity)a;
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caw.Respawn();
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}
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bprint(PRINT_HIGH, "Respawning all map entities...\n");
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}
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}
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self.impulse = 0;
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#endif
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if (input_buttons & INPUT_BUTTON0) {
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if (input_buttons & INPUT_BUTTON0)
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Weapons_Primary();
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} else if (input_buttons & INPUT_BUTTON4) {
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else if (input_buttons & INPUT_BUTTON4)
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Weapons_Reload();
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} else if (input_buttons & INPUT_BUTTON3) {
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else if (input_buttons & INPUT_BUTTON3)
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Weapons_Secondary();
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} else {
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else
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Weapons_Release();
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}
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}
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@ -45,41 +45,40 @@ enumflags
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noref int input_sequence;
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class player:base_player
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{
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/* Weapon specific */
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int ammo_battery; int ammo_battery_net; // beamgun
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int ammo_chem; int ammo_chem_net; // chemicalgun
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int ammo_rocket; int ammo_rocket_net; // dml / grenades
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int ammo_gauss; int ammo_gauss_net; // gauspistol
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int ammo_minigun; int ammo_minigun_net; // minigun
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int ammo_buckshot; int ammo_buckshot_net; // shotgun
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int fist_mode; int fist_mode_net; // knife/fists
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int gauss_mode; int gauss_mode_net;
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int shotgun_shells; int shotgun_shells_net;
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int shotgun_spread; int shotgun_spread_net;
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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PREDICTED_FLOAT(anim_top_delay);
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PREDICTED_INT(anim_bottom);
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PREDICTED_FLOAT(anim_bottom_time);
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int dml_launch; int dml_launch_net; /* when fired, when targeted */
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int dml_flightpath; int dml_flightpath_net; /* guided, homing, spiral */
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int dml_detonate; int dml_detonate_net; /* on impact, in proximity, timed, when tripped */
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int dml_payload; int dml_payload_net; /* explosive, cluster */
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int chem_acid; int chem_acid_net;
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int chem_neutral; int chem_neutral_net;
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int chem_base; int chem_base_net;
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int chem_pressure; int chem_pressure_net;
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PREDICTED_INT(ammo_battery); /* beamgun */
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PREDICTED_INT(ammo_chem); /* chemicalgun */
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PREDICTED_INT(ammo_rocket); /* dml / grenades */
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PREDICTED_INT(ammo_gauss); /* gauspistol */
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PREDICTED_INT(ammo_minigun); /* minigun */
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PREDICTED_INT(ammo_buckshot); /* shotgun */
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PREDICTED_INT(fist_mode); /* knife/fists */
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PREDICTED_INT(gauss_mode);
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PREDICTED_INT(shotgun_shells);
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PREDICTED_INT(shotgun_spread);
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int beam_range; int beam_range_net; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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int beam_poweracc; int beam_poweracc_net; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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int beam_lightning; int beam_lightning_net; /* BEAM, CHAIN, BALL */
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int gren_detonate; int gren_detonate_net; /* when tripped (tripmine), timed, on impact */
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int gren_payload; int gren_payload_net; /* cluster, explosive */
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PREDICTED_INT(dml_launch); /* when fired, when targeted */
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PREDICTED_INT(dml_flightpath); /* guided, homing, spiral */
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PREDICTED_INT(dml_detonate); /* on impact, in proximity, timed, when tripped */
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PREDICTED_INT(dml_payload); /* explosive, cluster */
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PREDICTED_INT(chem_acid);
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PREDICTED_INT(chem_neutral);
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PREDICTED_INT(chem_base);
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PREDICTED_INT(chem_pressure);
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int menu_active; int menu_active_net;
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int dml_state; int dml_state_net;
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PREDICTED_INT(beam_range); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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PREDICTED_INT(beam_poweracc); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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PREDICTED_INT(beam_lightning); /* BEAM, CHAIN, BALL */
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PREDICTED_INT(gren_detonate); /* when tripped (tripmine), timed, on impact */
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PREDICTED_INT(gren_payload); /* cluster, explosive */
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float anim_top; float anim_top_net;
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float anim_top_time; float anim_top_time_net;
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float anim_top_delay; float anim_top_delay_net;
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float anim_bottom; float anim_bottom_net;
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float anim_bottom_time; float anim_bottom_time_net;
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PREDICTED_INT(menu_active);
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PREDICTED_INT(dml_state);
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#ifdef CLIENT
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/* External model */
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@ -176,39 +175,40 @@ player::PredictPreFrame(void)
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{
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base_player::PredictPreFrame();
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ammo_battery_net = ammo_battery; // beamgun
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ammo_chem_net = ammo_chem; // chemicalgun
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ammo_rocket_net = ammo_rocket; // dml / grenades
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ammo_gauss_net = ammo_gauss; // gauspistol
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ammo_minigun_net = ammo_minigun; // minigun
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ammo_buckshot_net = ammo_buckshot; // shotgun
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fist_mode_net = fist_mode; // knife/fists
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gauss_mode_net = gauss_mode;
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shotgun_shells_net = shotgun_shells;
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shotgun_spread_net = shotgun_spread;
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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dml_launch_net = dml_launch; /* when fired, when targeted */
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dml_flightpath_net = dml_flightpath; /* guided, homing, spiral */
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dml_detonate_net = dml_detonate; /* on impact, in proximity, timed, when tripped */
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dml_payload_net = dml_payload; /* explosive, cluster */
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chem_acid_net = chem_acid;
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chem_neutral_net = chem_neutral;
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chem_base_net = chem_base;
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chem_pressure_net = chem_pressure;
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SAVE_STATE(ammo_battery);
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SAVE_STATE(ammo_chem);
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SAVE_STATE(ammo_rocket);
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SAVE_STATE(ammo_gauss);
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SAVE_STATE(ammo_minigun);
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SAVE_STATE(ammo_buckshot);
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SAVE_STATE(fist_mode);
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SAVE_STATE(gauss_mode);
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SAVE_STATE(shotgun_shells);
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SAVE_STATE(shotgun_spread);
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beam_range_net = beam_range; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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beam_poweracc_net = beam_poweracc; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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beam_lightning_net = beam_lightning; /* BEAM, CHAIN, BALL */
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gren_detonate_net = gren_detonate; /* when tripped (tripmine), timed, on impact */
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gren_payload_net = gren_payload; /* cluster, explosive */
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menu_active_net = menu_active;
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dml_state_net = dml_state;
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SAVE_STATE(dml_launch);
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SAVE_STATE(dml_flightpath);
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SAVE_STATE(dml_detonate);
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SAVE_STATE(dml_payload);
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SAVE_STATE(chem_acid);
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SAVE_STATE(chem_neutral);
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SAVE_STATE(chem_base);
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SAVE_STATE(chem_pressure);
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anim_top_net = anim_top;
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anim_top_delay_net = anim_top_delay;
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anim_top_time_net = anim_top_time;
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anim_bottom_net = anim_bottom;
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anim_bottom_time_net = anim_bottom_time;
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SAVE_STATE(beam_range);
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SAVE_STATE(beam_poweracc);
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SAVE_STATE(beam_lightning);
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SAVE_STATE(gren_detonate);
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SAVE_STATE(gren_payload);
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SAVE_STATE(menu_active);
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SAVE_STATE(dml_state);
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}
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/*
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@ -223,38 +223,40 @@ player::PredictPostFrame(void)
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{
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base_player::PredictPostFrame();
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ammo_battery = ammo_battery_net; // beamgun
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ammo_chem = ammo_chem_net; // chemicalgun
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ammo_rocket = ammo_rocket_net; // dml / grenades
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ammo_gauss = ammo_gauss_net; // gauspistol
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ammo_minigun = ammo_minigun_net; // minigun
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ammo_buckshot = ammo_buckshot_net; // shotgun
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fist_mode = fist_mode_net; // knife/fists
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gauss_mode = gauss_mode_net;
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shotgun_shells = shotgun_shells_net;
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shotgun_spread = shotgun_spread_net;
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_time);
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ROLL_BACK(anim_top_delay);
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ROLL_BACK(anim_bottom);
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ROLL_BACK(anim_bottom_time);
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dml_launch = dml_launch_net; /* when fired, when targeted */
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dml_flightpath = dml_flightpath_net; /* guided, homing, spiral */
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dml_detonate = dml_detonate_net; /* on impact, in proximity, timed, when tripped */
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dml_payload = dml_payload_net; /* explosive, cluster */
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chem_acid = chem_acid_net;
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chem_neutral = chem_neutral_net;
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chem_base = chem_base_net;
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chem_pressure = chem_pressure_net;
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ROLL_BACK(ammo_battery);
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ROLL_BACK(ammo_chem);
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ROLL_BACK(ammo_rocket);
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ROLL_BACK(ammo_gauss);
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ROLL_BACK(ammo_minigun);
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ROLL_BACK(ammo_buckshot);
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ROLL_BACK(fist_mode);
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ROLL_BACK(gauss_mode);
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ROLL_BACK(shotgun_shells);
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ROLL_BACK(shotgun_spread);
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beam_range = beam_range_net; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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beam_poweracc = beam_poweracc_net; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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beam_lightning = beam_lightning_net; /* BEAM, CHAIN, BALL */
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gren_detonate = gren_detonate_net; /* when tripped (tripmine), timed, on impact */
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gren_payload = gren_payload_net; /* cluster, explosive */
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menu_active = menu_active_net;
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ROLL_BACK(dml_launch);
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ROLL_BACK(dml_flightpath);
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ROLL_BACK(dml_detonate);
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ROLL_BACK(dml_payload);
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ROLL_BACK(chem_acid);
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ROLL_BACK(chem_neutral);
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ROLL_BACK(chem_base);
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ROLL_BACK(chem_pressure);
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anim_top = anim_top_net;
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anim_top_delay = anim_top_delay_net;
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anim_top_time = anim_top_time_net;
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anim_bottom = anim_bottom_net;
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anim_bottom_time = anim_bottom_time_net;
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ROLL_BACK(beam_range);
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ROLL_BACK(beam_poweracc);
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ROLL_BACK(beam_lightning);
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ROLL_BACK(gren_detonate);
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ROLL_BACK(gren_payload);
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ROLL_BACK(menu_active);
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ROLL_BACK(dml_state);
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}
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#else
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@ -264,98 +266,99 @@ player::EvaluateEntity(void)
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base_player::EvaluateEntity();
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/* animation */
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if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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SendFlags |= PLAYER_BOTTOMFRAME;
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if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
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if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
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SendFlags |= PLAYER_TOPFRAME;
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anim_top_net = anim_top;
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anim_top_delay_net = anim_top_delay;
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anim_top_time_net = anim_top_time;
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anim_bottom_net = anim_bottom;
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anim_bottom_time_net = anim_bottom_time;
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/* ammo 1 type updates */
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if (ammo_battery_net == ammo_battery)
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if (ATTR_CHANGED(ammo_battery))
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SendFlags |= PLAYER_AMMO1;
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if (ammo_chem_net == ammo_chem)
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if (ATTR_CHANGED(ammo_chem))
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SendFlags |= PLAYER_AMMO1;
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if (ammo_rocket_net == ammo_rocket)
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if (ATTR_CHANGED(ammo_rocket))
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SendFlags |= PLAYER_AMMO1;
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if (ammo_gauss_net == ammo_gauss)
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if (ATTR_CHANGED(ammo_gauss))
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SendFlags |= PLAYER_AMMO1;
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if (ammo_minigun_net == ammo_minigun)
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if (ATTR_CHANGED(ammo_minigun))
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SendFlags |= PLAYER_AMMO1;
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if (ammo_buckshot_net == ammo_buckshot)
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if (ATTR_CHANGED(ammo_buckshot))
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SendFlags |= PLAYER_AMMO1;
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if (fist_mode_net == fist_mode)
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if (ATTR_CHANGED(fist_mode))
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SendFlags |= PLAYER_AMMO1;
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if (gauss_mode_net == gauss_mode)
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if (ATTR_CHANGED(gauss_mode))
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SendFlags |= PLAYER_AMMO1;
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if (shotgun_shells_net == shotgun_shells)
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if (ATTR_CHANGED(shotgun_shells))
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SendFlags |= PLAYER_AMMO1;
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if (shotgun_spread_net == shotgun_spread)
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if (ATTR_CHANGED(shotgun_spread))
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SendFlags |= PLAYER_AMMO1;
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if (dml_launch_net == dml_launch)
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if (ATTR_CHANGED(dml_launch))
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SendFlags |= PLAYER_AMMO2;
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if (dml_flightpath_net == dml_flightpath)
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if (ATTR_CHANGED(dml_flightpath))
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SendFlags |= PLAYER_AMMO2;
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if (dml_detonate_net == dml_detonate)
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if (ATTR_CHANGED(dml_detonate))
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SendFlags |= PLAYER_AMMO2;
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if (dml_payload_net == dml_payload)
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if (ATTR_CHANGED(dml_payload))
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SendFlags |= PLAYER_AMMO2;
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if (chem_acid_net == chem_acid)
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if (ATTR_CHANGED(chem_acid))
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SendFlags |= PLAYER_AMMO2;
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if (chem_neutral_net == chem_neutral)
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if (ATTR_CHANGED(chem_neutral))
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SendFlags |= PLAYER_AMMO2;
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if (chem_base_net == chem_base)
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if (ATTR_CHANGED(chem_base))
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SendFlags |= PLAYER_AMMO2;
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if (chem_pressure_net == chem_pressure)
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if (ATTR_CHANGED(chem_pressure))
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SendFlags |= PLAYER_AMMO2;
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if (beam_range_net == beam_range)
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if (ATTR_CHANGED(beam_range))
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SendFlags |= PLAYER_AMMO3;
|
||||
if (beam_poweracc_net == beam_poweracc)
|
||||
if (ATTR_CHANGED(beam_poweracc))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (beam_lightning_net == beam_lightning)
|
||||
if (ATTR_CHANGED(beam_lightning))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (gren_detonate_net == gren_detonate)
|
||||
if (ATTR_CHANGED(gren_detonate))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (gren_payload_net == gren_payload)
|
||||
if (ATTR_CHANGED(gren_payload))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (menu_active_net == menu_active)
|
||||
if (ATTR_CHANGED(menu_active))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
if (dml_state_net == dml_state)
|
||||
if (ATTR_CHANGED(dml_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
|
||||
ammo_battery_net = ammo_battery;
|
||||
ammo_chem_net = ammo_chem;
|
||||
ammo_rocket_net = ammo_rocket;
|
||||
ammo_gauss_net = ammo_gauss;
|
||||
ammo_minigun_net = ammo_minigun;
|
||||
ammo_buckshot_net = ammo_buckshot;
|
||||
fist_mode_net = fist_mode;
|
||||
gauss_mode_net = gauss_mode;
|
||||
shotgun_shells_net = shotgun_shells;
|
||||
shotgun_spread_net = shotgun_spread;
|
||||
SAVE_STATE(anim_top);
|
||||
SAVE_STATE(anim_top_time);
|
||||
SAVE_STATE(anim_top_delay);
|
||||
SAVE_STATE(anim_bottom);
|
||||
SAVE_STATE(anim_bottom_time);
|
||||
|
||||
dml_launch_net = dml_launch;
|
||||
dml_flightpath_net = dml_flightpath;
|
||||
dml_detonate_net = dml_detonate;
|
||||
dml_payload_net = dml_payload;
|
||||
chem_acid_net = chem_acid;
|
||||
chem_neutral_net = chem_neutral;
|
||||
chem_base_net = chem_base;
|
||||
chem_pressure_net = chem_pressure;
|
||||
SAVE_STATE(ammo_battery);
|
||||
SAVE_STATE(ammo_chem);
|
||||
SAVE_STATE(ammo_rocket);
|
||||
SAVE_STATE(ammo_gauss);
|
||||
SAVE_STATE(ammo_minigun);
|
||||
SAVE_STATE(ammo_buckshot);
|
||||
SAVE_STATE(fist_mode);
|
||||
SAVE_STATE(gauss_mode);
|
||||
SAVE_STATE(shotgun_shells);
|
||||
SAVE_STATE(shotgun_spread);
|
||||
|
||||
beam_range_net = beam_range;
|
||||
beam_poweracc_net = beam_poweracc;
|
||||
beam_lightning_net = beam_lightning;
|
||||
gren_detonate_net = gren_detonate;
|
||||
gren_payload_net = gren_payload;
|
||||
menu_active_net = menu_active;
|
||||
dml_state_net = dml_state;
|
||||
SAVE_STATE(dml_launch);
|
||||
SAVE_STATE(dml_flightpath);
|
||||
SAVE_STATE(dml_detonate);
|
||||
SAVE_STATE(dml_payload);
|
||||
SAVE_STATE(chem_acid);
|
||||
SAVE_STATE(chem_neutral);
|
||||
SAVE_STATE(chem_base);
|
||||
SAVE_STATE(chem_pressure);
|
||||
|
||||
SAVE_STATE(beam_range);
|
||||
SAVE_STATE(beam_poweracc);
|
||||
SAVE_STATE(beam_lightning);
|
||||
SAVE_STATE(gren_detonate);
|
||||
SAVE_STATE(gren_payload);
|
||||
|
||||
SAVE_STATE(menu_active);
|
||||
SAVE_STATE(dml_state);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -367,11 +370,11 @@ float
|
|||
player::SendEntity(entity ePEnt, float fChanged)
|
||||
{
|
||||
if (health <= 0 && ePEnt != this) {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
if (ePEnt != self) {
|
||||
|
@ -433,6 +436,6 @@ player::SendEntity(entity ePEnt, float fChanged)
|
|||
WriteByte(MSG_ENTITY, dml_state);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -95,7 +95,7 @@ w_aicore_deathmsg(void)
|
|||
float
|
||||
w_aicore_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -137,7 +137,7 @@ w_beamgun_deathmsg(void)
|
|||
float
|
||||
w_beamgun_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -289,7 +289,7 @@ int
|
|||
w_beamgun_hudforward(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -303,14 +303,14 @@ w_beamgun_hudforward(player pl)
|
|||
sendevent("w_beamgun_light", "i", 1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
w_beamgun_hudback(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -324,7 +324,7 @@ w_beamgun_hudback(player pl)
|
|||
sendevent("w_beamgun_light", "i", -1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -133,7 +133,7 @@ w_chemicalgun_deathmsg(void)
|
|||
float
|
||||
w_chemicalgun_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -152,10 +152,10 @@ w_chemicalgun_pickup(int new, int startammo)
|
|||
if (pl.ammo_chem < 50) {
|
||||
pl.ammo_chem = bound(0, pl.ammo_chem + 10, 50);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
|
@ -391,7 +391,7 @@ int
|
|||
w_chemgun_hudforward(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -408,14 +408,14 @@ w_chemgun_hudforward(player pl)
|
|||
sendevent("w_chem_p", "i", 1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
w_chemgun_hudback(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -432,7 +432,7 @@ w_chemgun_hudback(player pl)
|
|||
sendevent("w_chem_p", "i", -1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -218,7 +218,7 @@ w_dml_deathmsg(void)
|
|||
float
|
||||
w_dml_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -230,10 +230,10 @@ w_dml_pickup(int new, int startammo)
|
|||
if (pl.ammo_rocket < 100) {
|
||||
pl.ammo_rocket = bound(0, pl.ammo_rocket + 2, 100);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -411,7 +411,7 @@ int
|
|||
w_dml_hudforward(player pl)
|
||||
{
|
||||
if (pl.menu_active <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.menu_active) {
|
||||
|
@ -428,13 +428,13 @@ w_dml_hudforward(player pl)
|
|||
sendevent("w_dml_pay", "i", 1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
int
|
||||
w_dml_hudback(player pl)
|
||||
{
|
||||
if (pl.menu_active <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.menu_active) {
|
||||
|
@ -451,7 +451,7 @@ w_dml_hudback(player pl)
|
|||
sendevent("w_dml_pay", "i", -1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -217,7 +217,7 @@ w_fists_deathmsg(void)
|
|||
float
|
||||
w_fists_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -229,10 +229,10 @@ w_fists_pickup(int new, int startammo)
|
|||
if (pl.ammo_minigun < 100) {
|
||||
pl.ammo_minigun = bound(0, pl.ammo_minigun + 30, 100);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -193,7 +193,7 @@ w_gausspistol_deathmsg(void)
|
|||
float
|
||||
w_gausspistol_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -205,10 +205,10 @@ w_gausspistol_pickup(int new, int startammo)
|
|||
if (pl.ammo_gauss < 150) {
|
||||
pl.ammo_gauss = bound(0, pl.ammo_gauss + 35, 150);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -399,24 +399,24 @@ int
|
|||
w_gausspistol_hudforward(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 - 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.a_ammo3);
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
w_gausspistol_hudback(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
pl.a_ammo3 = bound(GM_SINGLE, pl.a_ammo3 + 1, GM_FAST);
|
||||
sendevent("w_gp_setmode", "i", pl.a_ammo3);
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -139,7 +139,7 @@ w_grenade_deathmsg(void)
|
|||
float
|
||||
w_grenade_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -253,7 +253,7 @@ int
|
|||
w_grenade_hudforward(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -264,14 +264,14 @@ w_grenade_hudforward(player pl)
|
|||
sendevent("w_gren_pay", "i", 1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
w_grenade_hudback(player pl)
|
||||
{
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.a_ammo1) {
|
||||
|
@ -282,7 +282,7 @@ w_grenade_hudback(player pl)
|
|||
sendevent("w_gren_pay", "i", -1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -168,7 +168,7 @@ w_minigun_deathmsg(void)
|
|||
float
|
||||
w_minigun_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -180,10 +180,10 @@ w_minigun_pickup(int new, int startammo)
|
|||
if (pl.ammo_minigun < 100) {
|
||||
pl.ammo_minigun = bound(0, pl.ammo_minigun + 30, 100);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -210,7 +210,7 @@ w_shotgun_deathmsg(void)
|
|||
float
|
||||
w_shotgun_aimanim(void)
|
||||
{
|
||||
return 0;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
|
@ -227,10 +227,10 @@ w_shotgun_pickup(int new, int startammo)
|
|||
if (pl.ammo_buckshot < 90) {
|
||||
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 16, 90);
|
||||
} else {
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -361,7 +361,7 @@ int
|
|||
w_shotgun_hudforward(player pl)
|
||||
{
|
||||
if (pl.menu_active <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.menu_active) {
|
||||
|
@ -372,14 +372,14 @@ w_shotgun_hudforward(player pl)
|
|||
sendevent("w_shot_spread", "i", 1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
|
||||
int
|
||||
w_shotgun_hudback(player pl)
|
||||
{
|
||||
if (pl.menu_active <= 0) {
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
switch (pl.menu_active) {
|
||||
|
@ -390,7 +390,7 @@ w_shotgun_hudback(player pl)
|
|||
sendevent("w_shot_spread", "i", -1i);
|
||||
break;
|
||||
}
|
||||
return FALSE;
|
||||
return (0);
|
||||
}
|
||||
#else
|
||||
void
|
||||
|
|
|
@ -61,7 +61,7 @@ int Weapons_InputForward(player pl)
|
|||
if (gp_inputforward[pl.activeweapon] != __NULL__) {
|
||||
return gp_inputforward[pl.activeweapon](pl);
|
||||
}
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
|
||||
int Weapons_InputBack(player pl)
|
||||
|
@ -69,6 +69,6 @@ int Weapons_InputBack(player pl)
|
|||
if (gp_inputback[pl.activeweapon] != __NULL__) {
|
||||
return gp_inputback[pl.activeweapon](pl);
|
||||
}
|
||||
return TRUE;
|
||||
return (1);
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue